Forum: The Neverborn
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05-11-2012, 09:58 PM #1Rank: Touched
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advice against stitched togethers
So I'm playing Collodi in a league and people don't feel the stitched is very fair.
And they are right, Stitched + Collodi is pretty damn silly. And I have yet to use his spell, trigger & 0 actions. So far I've just used "does not die" "rotten contents" "gamble your life", I think I even did melee attacks (that was dumb).
So killing the stitched before it activates really doesn't slot it down. It just activates and then a doll runs up to kill it again for the re-activate. sure I lose a marionette worth of activation but I trade that for a stitched worth.
Killing it at range would work (unless I win initiative & remember he has a 0 action)
But after that I don't know.
What advice could I give my opponents so that they feel like they can do something against the stitched.
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05-11-2012, 11:25 PM #2
Oh yes, Stitched Together are all sorts of silly. That said it is also one of the few models Collodi can use and more so one of the few that has some durability and more than a small handful of wounds.
Creepy Fog is a great 0 Action ability. 4" aura means shooting can't target him unless they get into it and he can protect models behind him from shooters. Sure they might be able to move and see the target but at the very least you can limit their number of shots by forcing them to move first.
His spells are not used alot, Abduction is sometimes to protect an important short model that you need to keep alive till next turn but I have seen deepest fear cast often enough. It is generally when Collodi gives the Stitched together casting expert so they can cast this spell in addition to Gamble your Life.
Not advice against I can give some. First try to stay at least just over 6" away, every movement action a Stitched Together takes is one less for his attacks. Second, try to keep him over 4" from Collodi if all possible. With out the +2 Wp from Collodi they are a bit easier to handle. Anything that can move the Stitched would help, or at least force Collodi to use his speed. If you force a Collodi player to use his speed to deal with something he will leave the Stitched Together fairly far behind. Often when they use 3 AP to move to try and catch up is when I spring and try to kill them with some range attack, preferable from outside their 6". That way when they reactivate they have to move at least once to get into range, limiting their threat to a single attempt.
Paralyze is also a nice too if you can get it off. If you Paralyze their first activation, then no matter what they will only get one, as reactivate can only go off once. If you kill and paralyze them after their first action, it cancels out their Reactivate but technically they could kill the Stitched together again to regain Reactivate, as long as they had not declared they were activating the Stitched Together for the second time yet.
Sadly one of the best piece of advice is to bear with it. If you can time your attack against it you can at least limit its final attacks but there is little else you can do about it.
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Eyclonus (05-16-2012)
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05-12-2012, 12:15 AM #3
Try to kill them before they activate. They may still get to reactivate from Does not Die but at least they will only get one activation instead of two. The other way I've found to be great, is to take a hammer to the model! You may not want to let your opponents in on that secret though =P.
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05-12-2012, 12:18 AM #4Rank: Touched
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why would they only get 1 activation ?
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05-12-2012, 12:39 AM #5
In a game where you can kill your own models, that makes my point relatively useless.
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05-12-2012, 06:38 AM #6
Stitched only Gain Reactivate if they have already activated from does not die, so killing them before they activate means they do not get a second activation.
The bit here that confuses me is killing them to skip a paralysed? How does that work as they do not die? And as for your second point Bashamer, does not die has already triggered so using a doll to kill it again does nothing but waste activations, whilst the model will still not be dead because of does not die, it does not trigger again to give the re activate, as you can not be affected by the same ability twice.
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05-12-2012, 07:42 AM #7Rank: Touched
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They can. The trick is: you kill them early on; they activate; a model friendly to the Stitched kills the Stitched again (not hard with only 1 Wd); Stitched gets Reactivate and has a second go.
I still try to take them out early - it's generally easier before they get their Fog up and if it makes another model waste an action to give it Reactivate then so much the better. Killing them from range is better as it means they're using actions to get to you (and less actions attacking).
Stubborn and Immune to Influence characters are a good choice to send after them since their nastiest attacks are Wp based. Also try and keep some high cards handy to cheat the Gamble flips - it's nice when you can send the damage back to the Stitched.
-- Mister Q
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05-12-2012, 09:16 AM #8Baby Seal Rank: Strange
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I was his opponent in one of those games where I found out just how broken stitches can be. Stitched in a good cluster of my models, they move much faster than expected in a Collodi list, then he had like 20 attacks to do 1 damage to his does not die Stitched and look for a crow in his deck to spread his rotten contents around.
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05-12-2012, 09:36 AM #9Rank: Touched
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Does Not Die is not a lingering effect.
Each and every time the Stitched Together is killed, Does Not Die triggers.
http://www.wyrd-games.net/showthread...tched+together
yeah, that was bad, Lilith, Mature Nephlim & 2 young Nemplims; 25% chance of 2 damage, .5 damage per attack; 4 targets-> 2 total damage per attack (and ignoring armor / defense).
so yeah the doll fest went nuts w/ fast / melee expert etc. Free moderate damage for everyone
Last edited by bashamer; 05-12-2012 at 10:05 AM.
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Ozz (05-14-2012)
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05-13-2012, 11:30 PM #10I Like the Pretty Eyes
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I've always played if if a Stitched is Paralyzed and DnD is activated then they loose the reactivate to get rid of Paralyze but if they get killed again they are classed as already reactivated since if they didn't have the first reactivate then they would still be Paralyzed
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